A collection of all equipment (weapons and planes) available to the player, as well as upgrades in case you’re making a loadout and forgot if that missile gains more shots or more damage…
Overview of Contents
This guide will show the stats for the base level as well as the Mk 2 and Mk 3 upgrades, as well as the upgrade cost.
This is an example block for a weapon:
This is the required amount of payload and avionics required to install the weapon on the plane. Harder hitting weapons tend to require payload, while weapons with longer range or more capable tracking need lots of avionics.
Here is the list of stats for the weapon, with any stats which are improved by upgrades marked in italics.
Weapons can largely be classified into anti-air weapons that can only attack planes, anti-ground missiles that can only attack buildings and ships, unguided weapons which must be manually aimed, and weapons which are capable of locking onto any target.
This is an example block for an airplane:
The weapons which can be installed are limited by the amount of payload and avionics the plane has.
This is the stats fir a plane. All of the stats are improved when the plane is upgraded.
Planes can be a fighter (highly maneuverable with balanced points), interceptor (high speed with high avionics) or bomber (high durability and high payload). These come in light, medium, and heavy versions, as well as a swing-wing version which has the same payload and avionics as the medium version but with higher speed and maneuverability in exchange for lower acceleration and durability.
Micro Weapons
The starting micromissile. Gains increased ammo, faster speed, and lowered reload time with upgrades.
An alternate micromissile with much higher speed. Gains increased damage, range, and speed along with lowered reload time with upgrades.
An alternate micromissile with slow speed but high damage, ideal for heavy targets. Gains increased damage and range as well as decreased reload time with upgrades.
An alternate micromissile which does less damage but has a large amount of ammo. Gains ammo, speed, and a decreased reload time with upgrades.
Double the gun for double the fun, this is a micro-slot gun. Gains ammo, damage, and range with upgrades.
An unguided rocket for the micro slot. Gains damage, range, speed, and decreased reload time with upgrades.
Unguided Weapons
The starting gun. Rapidly fires bullets directly in front of you. Gains ammo, damage, and range with upgrades.
This gun trades away ammo capacity in exchange for high rate of fire. It gains damage and range with upgrades.
A gun that trades away some ammo capacity for high damage (as in on par with some missiles or weaker rockets). Gains damage and range with upgrades.
A slow-firing autocannon with long range but projectile drop. Gains ammo and decreased reload time with upgrades.
An area-of-effect cannon whose shots will detonate upon coming in range of a target. Gains ammo and decreased reload time with upgrades.
A burst fire weapon with low ammo capacity but an extremely high rate of fire. Gains ammo, range, and speed with upgrades.
The starting rockets. Fired directly ahead like the gun, but trades away it’s projectile speed for high damage, making it much better against ground targets which move less and have higher health. Gains damage, speed, and decreased reload time with upgrades.
A heavy version of the rockets which deal more damage.Gains damage and range with upgrades.
A slow but extremely damaging rocket, capable of destroying most building in just one shot (or two in later days). Gains ammo, range, speed, and decreased reload time with upgrades.
Anti-Air Missiles
An infrared missile which can only lock on if you are behind the enemy. Gains ammo, range, speed, and decreased reload time with upgrades.
A long-range higher-damage version of the Diamondback. Gains ammo, range, speed, and decreased reload time with upgrades.
A long-range missile with extremely high damage. Gains damage, range, and speed with upgrades.
An extremely long range two-stage missile. The first stage deals no damage, and unlike most other missile the “semi-active” guidance means you must keep the target in view until impact (though the angle is more generous than the angle required for initial lock-on). Gains ammo, speed, and reload speed with upgrades.
A missile which will break into multiple small missiles shortly after launch, which can locate their own targets in all directions (including behind you). Unlike other missiles in this category, all targets can be locked on to. Gains more submunitions with upgrades.
A missile which can lock onto air targets in any direction. Gains ammo, range, speed, and decreased reload time with upgrades.
Air-to-Ground Weapons
An air-to-ground missile with enough damage to kill most turrets or vehicles. Gains ammo and decreased reload time with upgrades.
Similar to the Firestorm, but bundled into a single missile which splits into submunitions that find their own ground targets, though be careful not to fire as you pass by because the submunitions can not find targets behind them. Gains submunitions, speed, and decreased reload time with upgrades.
The morningstar is a bomb which splits into submunitions shortly after launch, coating the target area in several low-damage explosions.
A classic high-damage bomb. Gains damage with upgrades.
A massively damaging glide bomb which can lock on to ground targets and will slowly glide towards it’s locked target. Gains damage and range with upgrades.
The blackjack is a bomb with low damage but a high ammo capacity. Gains ammo and decreased reload speed with upgrades.
Special Equipment
The starting special equipment. Flares will distract enemy missiles to target the flare instead of you, though occasionally a distracted missile will still hit you on its way towards the flare.
A quick boost. Can not be upgraded.
A rear-facing gun for those pesky enemies on your tail. Every stat other than the reload time is improved with upgrades.
A rear-firing micromissile which will automatically select it’s own target, useful for getting enemies off your tail. Gains ammo, damage, range, and decrease reload time with upgrades.
A deployable wingman! Gains ammo and decreased reload time with upgrades.
Fighters
Interceptors
Bombers
Experimental
The Itano micromissile is a Micro weapon which splits into submunitions shortly after launch which can find their own targets. It gains ammo, submunitions, range, and speed with upgrades.
Like shooting but hate aiming? The pulse blaster Micro weapon can lock onto enemies, and the pulse blasts will curve around to hit the target. Gains range with upgrades.
The Basilisk is a single shot bomb with a long reload, but a massive area of effect which can easily get multiple targets. The Basilisk gains damage and a decreased reload time with upgrades.
A laser gun! Gains ammo with upgrades
Similar to the Itano micromissile, the Circus splits into submunitions. However, the Circus can target any enemy nearby. Gains ammo, submunitions, range, speed, and decreased reload time with upgrades.
And that wraps up our share on Sky Rogue: Player Equipment and upgrades. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by racercowan, who deserves all the credit. Happy gaming!